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Everything posted by Teyah
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First post updated with new links. 5P-5S-2H will not connect on airborne opponents (2H whiffs). A better/safer variant of that burst bait is: Throw, r.2P-5P, stop, or Throw, r.2P-5P-5P, stop (depending on where your opponent likes to burst) In this case, 5P is fully burst-safe (18F of total animation in AC). If your opp likes to burst j.K (which they should, as it's fully burstable).. you'll want to try to bait that with the second string. If your opp just bursts on getting hit after throw, go with the first string or better yet with the 5S(f) bait.
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Teyah | Teyah | East British Columbia, Canada | Delay 4 People I have noticed with whom I have low ping (<100 ms): CA-Viren MayFTW Magus1234 Will keep this list updated. Just choose a costume you wish to edit, change it, and save. Then choose using that button the the character select screen. This worked for me, anyhow.
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With the startup of Blue Burst decreased from 23F -> 19F, alot of former burst-safe strings are obsolete. The good news (sort of): Millia didn't really have alot of these to begin with. During combos, j.S was fully burstable, as was j.H (#R and Slash) and worst of all, 2H. Even if you baited in the air, you were only left with positioning advantage at best. Millia mainly relied on burst baiting by stopping her combos/strings via jc or quick recovery to punish bad bursts, so she's not very effected by this change. While a bit off on specifics (you can't burst after throw, have to wait for a followup hit first), you've got the right idea here. Although after a connected throw, Millia can still use the same burst bait setup as in #Reload, even with the faster burst speed: Throw, r.5S(f), stop. 5S(f) = 18F active + recovery, Blue Burst = 19F startup. Should they burst, just block and relaunch.
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Suggestion: Addition of an 'online' GGXX#R section/subforum. Reasoning: The "GGXX #R Online Play Patch?!!!!!!!" thread has amassed 304 posts in just over six days. This is a pretty huge amount, and might be better handled by separating the thread into its own forum rather than having that lone thread grow to gigantic proportions over the months ahead. I'm not sure on Dustloop's stance on online gaming, seeing as there wasn't any special treatment given for XBox LIVE #Reload. Though my guess is that it was probably decided to keep that to SRK, where a subforum for that had already been established. Either way... this issue should probably be addressed sometime, especially since many more people have access to PC #R online than XBox #R online. There are also far more potential topics of discussion (ie. setup help, compatibility requirements, troubleshooting).
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AC Millia now seems to do about even damage across the board, as opposed to Slash Millia who only dealt heavy damage in the corner (or from 6H CH), and low damage from midscreen. Standard AC Millia combo seems to go like: j.K-D, ADC j.D, ADC j.S-H, land, rejump j.K-D, ADC j.D, -> a) ADC j.H xx S Pin, land 6H (knockdown into corner) b) delayed ADC j.D (knockdown into corner) c) ADC j.H xx FB Disc, land 6H (knockdown away from corner) The advantage that AC Millia has here is that she can get the majority of her damage without needing the Pin, and - if you're good enough - can get knockdown pretty consistently. As far as damage factor goes: you're going to get alot more opportunities (via FB Disc, ADCs, useful throw, LV2 j.K) to mixup and land the complete B&B, which should help make up for any lack of mega damage options.
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Even if he could get it down to a somewhat reliable level, there are still better alternatives, which I hope you could see from my previous post. But this is your first post on the subject! :o
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magz: There's really no point in going for the crazy Turbofall FRC j.K dj.S-H combo in serious play. It's just a flash combo that has very tough execution and very little practicality - even Koichi of all people screwed it up twice on that vid before finally hitting it (and failing the followup Pin loop). It seemed obvious to me that that whole vid had Koichi screwing around and aiming to hit that one combo... which he sort of did in the end. There's a reason why you never see that combo used in any other Millia Slash vids and that's because it's too inconsistent, and there are many more consistent ways to get your opponent into the corner and knocked down off a midscreen launch. (See 3-loop thread) Edit: To be on topic, [j.H xx Turbofall FRC, j.K dj.S-H] is a pretty horrible pinless tactic, as it wastes 25% tension and deals less damage than a simple j.S-P-K dj.K-S-H aircombo. It also further separates you from your pin.. unless you managed to leave your pin in the opposite corner, but that's honestly a pretty rare occurence.
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Millia without Pin should be focused on regaining Pin, at least in Slash. Not doing anything suicidal mind you, but using proper spacing and movement to get back to it. Luigi-Bo: 1. Remember that j.S doesn't gatling to j.K. Also, Bad Moon won't connect off that combo at midscreen (which is where you'll mostly be using that combo). Without Pin, here are the combos I'd use: Midscreen, launch from 2H: j.S-P-K, dj.P-S-H. Midscreen, all other cases: j.K-S-P-K, dj.P-P-(P)-K. Corner, from 2H: j.(S)-H, Bad Moon RC, land [pick up Pin] 2H, Pin loop Corner, from 2H (no pin near): sj.S-H, Bad Moon Corner, from 2H (no pin near): IAD j.H, land 5P sjc.K-S-H, Bad Moon (In the above, move towards Pin after landing or via ending in Turbofall)
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Strange, I remember hearing that Level 1 moves are not able to be Slashbacked. Or is this only for grounded L1s or something?
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AC Eddie English frame data: http://www.dustloop.com/data/ac/eddie.html Following is a list of confirmed changes for Eddie from Slash to AC, taken from the Guilty Gear XX Accent Core Break Encyclopedia. Normals 5P - Startup: 5F -> 6F. 5S(f) - Damage: 20*4 -> 20*3. Startup: 7F -> 6F. Active: 3,3,3,3 -> 3,5,3. 6P - No proration -> Prorates 90%. 6K - Startup: 20F -> 18F. 6H - Damage: 60 -> 50. Tension gain: 3.84 -> 5.76. 2P - Startup: 6F -> 5F. 2K - No longer hits low. Proration: 80% -> 90%. Air throw - Range: 110 pixels -> 88 pixels. Air guard - New animation! Specials Break the Law - Disappearance startup: 13F -> 10F. Invincibility: [5~8F upper body, 9~12F above the knees] -> [5~6F upper body, 7~9F above the knees]. Type 1 (disappeared 1~59F): Total recovery: 14F -> 16F. Invincibility on recovery: [1~7F full, 8~10F upper body] -> [1~2F throw, 1~4F above the knees, 5~10F upper body]. Type 2 (disappeared 60~121F): Invincibility on recovery: [1~6F full, 7~8F above the knees, upper body 9~16F] -> [1~4F full, 5~6F throw, 7~8F above the knees, 9~16F upperbody]. Type 3 (disappeared 122F): Total recovery: 40F -> 36F. Invincibility on recovery: [1~6F full, 7~10F above the knees, 11~22F upper body] -> [1~5F throw, 1~10F above the knees, 11~22F upperbody]. -> Shadow Gallery - Damage: 50 -> 40. Total Recovery: 37F -> 27F. Invincibility above feet: 3~6F -> 3~8F. Causes slide state on hit, untechable time: 60F, enemy slides for 36F. Shadow Summon - Shadow gauge duration: 600F -> 750F. Shoukougeki - Animation changed; shadow now lunges forward to bite. Startup: 7F -> 10F. Active: 2F -> 3F. Recovery: 16F -> 11F. Gauge cost: 12% -> 15%. Shadow is invincible during 1~11F. Mawaru - Animation changed; shadow now disappears into ground and retracts back, pulling in opponent on hit or block. Damage: 16*4 -> 24*2. Startup: 14F -> 13F. Active: 29F -> 3(9)3. Recovery: 25F -> 30F. Gauge cost: 30% -> 24%. Shadow is invincible during 31~50F. On air hit, untechable time - 1st hit: 19F, 2nd hit: 23F. Nobiru - Animation changed; shadow now arcs diagonally upwards and has a bigger hitbox directly in front. Active: 12F -> 10F. Recovery: 31F -> 22F. Gauge cost: 20% -> 18%. Untechable time: 28F -> 30F. Shadow is invincible during 26~32F. Shadow Hole -NEW MOVE- - Replaces Drill Special shadow attack. Shadow disappears into a puddle and is set as a trap which activates on touch. If Eddie is hit, Shadow Hole disappears. Hits low, holds opponent in place on hit. While trapped, hits that launch will end the trap effect. Max time opponent stays trapped: 175F. Damage: 20. Startup: 57F. Active: 214F. Recovery: 23F. Shadow is invincible from 20F till end of move. Stun modifier x0. Forced proration: 70%. Costs the entire Shadow gauge. Haneru - Animation changed; shadow now disappears into a puddle and spits forward an overhead ball projectile. Damage: 25 -> 24. Startup: 19F -> 28F (25F on crouchers). Active: 16F -> 28F. Recovery: 22F -> 28F. Gauge cost: 75% -> 62%. Proration: 70% -> 80%. Shadow is invincible during 28~36F. Megalith Head - Removed. Damned Fang - Damage: 92 -> 77. Startup: 7F -> 6F. Now FRC'able 7~10F after opponent gets stabbed, restores jump options. Shadow Gallery - Damage: 25,50 -> 40,25. Untechable time - 1st hit: 36F -> 60F, 2nd hit: Full untechable -> 20F untechable + blowback effect. Flight - No longer in CH state. Can now fly for a short time during airdash to alter angle of descent. Force Break: Drill Special Command: 22 + D In CH state from 1~31F. Total duration: 47F. Frame Advantage: +23. Untechable time: 28F -> Full untechable. FRC'able on 22~23F. Drill appears on frame 10, does not disappear if Eddie is hit afterwards. First two hits must be blocked low. Force Break: Exosion -NEW MOVE- Command: 236 + [D] In CH state from 1F~ to 1 frame after letting go of button. Recovery: 7F after letting go of button. Takes 134F to charge Eddie gauge from zero to full. Takes 274 frames to charge an active Eddie gauge from zero to full. Amorphous - Untechable time - 1st hit: 27F -> 28F, 2nd hit: 24F -> 25F. Executor X - Damage: 70,100 -> 70,70. Reappearance invincibility: [1~6F full, 7~10F above the knees, 11~22F upper body] -> [1~10F above the knees, 11~22F upper body]. Second hit no longer requires an additional 50% tension. If anyone notices any omissions / incorrect info, please send the corrections over via PM and they will be edited in.
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Millia has been finished for quite some time now: http://dustloop.com/data/ac/millia.html
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Q: "Wtf how he does JC j.D??" (0:16, 2:05) A: Zayasu is so sexy that he the game randomly grants him jump cancel properties on j.Ds. That or the frame data is wrong.. or there are some unknown properties that j.D can take advantage of.
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I believe someone (Broken_Dust?) was advocating IAD j.S-H combos back in Slash's prime... and since j.H has similar untech time, they should still be feasible. Should have time for either 5P -> j.K-D, or just j.K-D, both at 7F startup. I was messing around with that second combo in Slash awhile back (on PSP), in this form: 2H xx IAD j.H, land 5P, j.K-S-H, H Pin, land 6H. Worked on pretty much everyone in the corner, except for the superlights/heavies. The only problem I see with this combo in AC is that 5P has been slowed by 2 frames, which will probably cause it to not link. If a horizontal 5K works in its place (ie. your opponent is heavy) then it's fine; if not then this combo would no longer be doable. Outside of corner, 5P/j.K is your only option, which I don't think will link after sole IAD j.H. IP: Haven't seen it, but I'll make a safe bet that the horizontal part of 5K will whiff on all but the heaviest+biggest hitbox chars (Pot, possibly JO, maybe Robot). If you have good timing and are very close, the upwards portion of 5K (7F startup) may hit, and you can go into j.K from there... but in the combo you described, the 5F relaunch is what you're after, which isn't too practical on all but the largest targets.
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From Game Watch: http://img133.imageshack.us/img133/5606/ggxxs46al2.jpg
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Pretty Maze as an ender.. not generally a good idea, I would say: ADC combo should ideally end with a) j.H xx S Pin, land 6H or b) low ADC j.D knockdowns. If you're midcombo and not in position but really desperate for a knockdown, you can try ending your last ADC with j.H xx FB Disc, then land 6H for the knockdown. Though IMO it's not worth blowing the 25% for a lame midscreen Slash-style knockdown, as it doesn't even look like you can get a corner knockdown from it (FB Disc sends you flying to other side of the opponent). S Disc FRC will help by acting as a multipurpose rushdown cancel. You can cut strings short with something like 2K-5Sc, S Disc FRC, then go into immediate throw + followup combo. Also, you can use it after laggy or high Lv moves such as far 5H to quicken your recovery and rush back in (though frame advantage isn't too great). You can also throw them in rapid succession if you just feel like flashing blue.
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If connected throw's positioning properties are still the same as #Reload (which they should be) then yes, 2H is recommended for Faust so long as you can get to knockdown from it. Forgot about that one, sorry.
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GB - Front page is looking good. A couple things though: - Axl's page is now displaying incorrectly, seems to not point to the template anymore. - Order-Sol's pic is still XX though - so you'll just need to change your links to point to "or.gif" instead of "os.gif" to update that. On that note, you should probably update Akira's Order-Sol data in there as well. 9 characters down, 14 to go.
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Not true - throw is still techable, just at a later time. So it's possible to follow up before the opponent can tech, which you'll want to do every time. The timing for the followup combo looks to be similar to the #Reload post-throw combo, just do immediate 66, then one of 5S(f)-2H, 2P-5P(5P), or 5K-5K into j.K-D etc etc.
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AFAIK the ground stun increase on blocked Pin was just a rumor, as it's not in the frame data and I haven't really noticed a difference in match vids... I could be wrong though. Also - big update on first page, these last few days have been good to Millia-vid watchers.
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Finished Eddie, as well as new character portraits. Also updated Millia with minor corrections. All stuff has been sent over to GB, should be up shortly. Credit goes to the usual suspect(s).
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Well... it's a guessing game, and you can guess wrong and be punished, same as any other mixup really. In this case however, the risk/reward ratio is skewed heavily in Millia's favour, as she is the one who determines when the guessing game (236H FRC) is played, and also is the one who has the better followup on success (B&B and/or knockdown). As I noted above, delaying your attack strings (or using broken pressure), will discourage attacking as a method of escape, which is why you don't see the Japanese players attempt to hit Millia out of Disc much. So, potential unsuccessful guesses can be reduced without even having to play the guessing game... again in Millia's favour. Not a considerable risk by any means - a small and calculated one, if at all. Definitely not something you'd 'never' want to use!
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...I read that point as how you wrote it. Claim: Reasoning: If you're clearer with your points, misunderstandings can be avoided! Anyway, grab =/= hit, and during blockstrings you always do FRC 236H outside of grab range anyway (ie. 2K-5K, 2K-2K, 2K-5Sc, non-pointblank 2K/5K...). Common knowledge, no?
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FRC Disc will still have its place as a very viable option in blockstrings. As it stands now, you are able to cancel a string to 236H FRC on the borderline of opponent reaction time (20F). You can then follow-up with a quick 2K or so to prevent escape and give advantage in a total of 25F, or just go for high/low mixup. Now, Disc FRC is still escapable by reaction, but your opponent must be sharp and specifically watching for it, and ready to FD jump or risk attacking immediately. And even if this is the case, this may open up other avenues of pressure to your opponent who is spending so much of their attention on only this one branch of mixup. Whereas none of these advantages apply with FB Disc, as you undergo 29F of recovery before you're able to act. This alone (nevermind the 5F startup of a follow-up attack) is more than enough time for the opponent to react and (FD) jump or BD away, killing your pressure. Whoa there - that's a pretty strong statement, and not one that many would agree with... You shouldn't be worrying about getting hit out of FRC 236H during blockstrings; as explained above, it's not doable on reaction - and therefore isn't as much of a drawback. The only time this should prove to be a problem is if you get predictable or if your opponent is mindlessly mashing on 2P or something while blocking. The former is entirely avoidable, the latter is easily punishable by delaying your attack strings. Summary: - 236H FRC pressure is faster and therefore tougher to initially escape, which lends itself better to use in blockstrings. - FB Disc is clearly the better choice to use as oki, should you have enough time to set it up. - Using FB Disc in blockstings isn't entirely a bad idea, but relying on it too much should prove ineffective against opponents who know how to escape it. Mixing it up in blockstring pressure as a threat to people who try to poke out of your 236H FRC mixups isn't a bad idea at all... but solely relying on it, is.
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Very interesting notes there. I can see why straight up j.K-D xx S Pin would be used, makes it a bit easier to connect with the Pin, as it hits at a better angle. From what I can tell, the reason that it's so much easier to knockdown with j.D rather than j.H is due to the blowback effect of j.D. j.D knocks down + away (blowback), whereas j.H gives considerably more airtime with its slight upwards + away push.